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Bully (PlayStation 2)/Unused Text/Development Text

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This is a sub-page of Bully (PlayStation 2)/Unused Text.

Hmmm...
To do:
There's more.

There is commented text in various files explaining how they work.

bankinfo.txt

#  these bank files must live in BullyVC/Bin/Bully_PS2/Audio/SCREAM		
#  these bank files must live in BullyVC/Bin/Bully_PS2/Audio/SCREAM		
#		
#		
#   THE y/n static field is now to be replaced by either 		
#   		
#   STATIC // AREA // MISSION // MANUAL		
#

break.txt

#breakinfo config file
#
#
#  record format is tab separated
# modelname scream_soundeffect_name number_of_hit_variations

CVPDayNi.txt

# this file controls the CPV day/night shifting times per season

effects.dat

# Glow Effects Settings by Area Code
# AreaID			ON	Threshold	Strength	Scale	Offset

handling.cfg

It is worth noting that Bully was built off an advanced Grand Theft Auto: San Andreas engine, which is why vehicles for Grand Theft Auto III and Vice City cars are in the strings.

; Author: Bill Henderson
; Created 10/12/1999
;
; > COMMENTS <
; ------------
; TWEAK AT YOUR OWN RISK
;
; > UNITS <
; ---------
; vehicle identifier 14 characters max
; dimensions in metres
; mass in Kg
; velocity in Km/h
; acceleration/deceleration in ms-2
; multipliers x1.0 is default
; angles in degrees
; Levels :- (L)ow, (M)edium, (H)igh
; buoyancy = percent submerged (> 100% vehicle sinks)
; engine type :- (P)etrol, (D)iesel, (E)lectric
; engine drive :- (F)ront, (R)ear, (4)-wheel drive
;
; > FIELD DESCRIPTIONS <
; ----------------------
; (A) vehicle identifier			[14 characters max]
; (B) fMass					[1.0 to 50000.0]
; (C) Dimensions.x				[0.0 > x > 20.0]
; (D) Dimensions.y				[0.0 > x > 20.0]
; (E) Dimensions.z,				[0.0 > x > 20.0]
; (F) CentreOfMass.x				[-10.0 > x > 10.0]
; (G) CentreOfMass.y				[-10.0 > x > 10.0]
; (H) CentreOfMass.z				[-10.0 > x > 10.0]
; (I) nPercentSubmerged				[10 to 120]
; (J) fTractionMultiplier			[0.5 to 2.0]
; (K) fTractionLoss                             [0.0 > x > 1.0]
; (L) fTractionBias                             [0.0 > x > 1.0]
; (M) TransmissionData.nNumberOfGears		[1 to 4]
; (N) TransmissionData.fMaxVelocity		[5.0 to 150.0]
; (O) TransmissionData.fEngineAcceleration	[0.1 to 10.0]
; (P) TransmissionData.nDriveType		[F/R/4]
; (Q) TransmissionData.nEngineType		[P/D/E]
; (R) fBrakeDeceleration			[0.1 to 10.0]
; (S) fBrakeBias				[0.0 > x > 1.0]
; (T) bABS					[0/1]
; (U) fSteeringLock				[10.0 to 40.0]
; (V) fSuspensionForceLevel 			not [L/M/H]
; (W) fSuspensionDampingLevel 			not [L/M/H]
; (X) fSeatOffsetDistance 			// ped seat position offset towards centre of car
; (Y) fCollisionDamageMultiplier		[0.2 to 5.0]
; (Z) nMonetaryValue				[1 to 100000]
; (aa) suspension upper limit
; (ab) suspension lower limit
; (ac) suspension bias between front and rear
; (ad) suspension anti-dive multiplier
; (ae) flags!!!  WARNING - Now written HEX for easier reading of flags
;		1st digit =		1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET    8: HANGING_BOOT
;		2nd digit =		1: NO_DOORS	        2: not used	      4: not used      8: not used
;		3rd digit =	 	1: DBL_EXHAUST	    2: TAILGATE_BOOT  4: NOSWING_BOOT  8: NONPLAYER_STABILISER
;		4th digit =		1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG        8: HALOGEN_LIGHTS
;		5th digit =		1: IS_BIKE			2: IS_TRUCK       4: IS_UNIQUE     8: not used
;		6th digit =		1: NO_EXHAUST		2: REARWHEEL_1ST  4: HANDBRAKE_TYRE8: SIT_IN_BOAT
;		7th digit =		1: FAT_REARW		2: NARROW_FRONTW  4: GOOD_INSAND   8: NO_1STPERSON_LOOKBEHIND
;
; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ah) damage done to peds in a collision.
;
; > THE DATA <
; ------------
;
; A          	B      C   D   E   F   G    H    I   J    K    L    M N     O    P Q R     S    T U     V    W    X    Y    Z     aa   ab    ac   ae		ad   		AE AF
;BLISTA         1900.0 2.1 5.5 1.9 0.0 0.0  0.2  70  0.8  0.75 0.54 5 170.0 20.0 F P 7.0   0.65 0 30.0  1.4  0.11 0.2  0.8  20000 0.25 -0.15 0.5  0.0		2			0  1
;BELLYUP        2600.0 2.2 6.5 2.8 0.0 0.0  0.2  80  0.85 0.80 0.5  5 180.0 22.0 4 D 4.5   0.80 0 30.0  2.0  0.09 0.46 0.5  22000 0.30 -0.20 0.5  0.0		422			0  3
;MRWONGS        3500.0 2.2 6.5 2.8 0.0 0.0 -0.2  80  0.95 0.85 0.48 5 180.0 20.0 4 D 4.5   0.80 0 30.0  1.8  0.12 0.46 0.22 28000 0.30 -0.22 0.5  0.0		423			0  3
;YARDIE         1800.0 2.1 5.0 1.6 0.0 0.0  0.0  70  0.80 0.79 0.52 5 160.0 22.0 R P 6.20  0.55 0 25.0  1.8  0.07 0.36 0.45 30000 0.30 -0.15 0.5  0.0		8103		1  1
;YAKUZA         1400.0 1.9 4.7 1.6 0.0 0.25 -0.3 50  0.95 0.9  0.5  5 200.0 30.0 4 P 11.0  0.45 0 30.0  2.6  0.1  0.25 0.7  35000 0.28 -0.14 0.5  0.0		180			1  1
;DIABLOS        1500.0 2.2 4.5 1.9 0.0 0.0  0.1  70  0.9  0.80 0.53 5 180.0 30.0 R P 6.1   0.52	0 30.0  1.5  0.07 0.3  0.65 45000 0.33 -0.09 0.5  0.0		9902		1  1
;COLUMB         3200.0 2.4 5.7 2.6 0.0 0.0  0.3  80  0.82 0.77 0.48 5 175.0 22.0 4 P 15.0  0.51 0 25.0  2.0  0.08 0.28 0.15 50000 0.32 -0.17 0.5  0.0		9A00		0  1
;HOODS          2000.0 2.1 5.0 2.3 0.0 0.0  0.0  85  1.0  0.82 0.52 5 150.0 24.0 4 P 10.5  0.45 0 30.0  1.4  0.1  0.2  0.5  26000 0.33 -0.21 0.5  0.0		8023		0  1
;PANLANT        2600.0 2.0 6.0 2.6 0.0 0.0  0.1  80  0.85 0.70 0.46 5 160.0 15.0 R D 6.0   0.80 0 30.0  2.2  0.07 0.2  0.45 20000 0.35 -0.15 0.4  0.0		22			0  1
;BORGNINE       1900.0 2.1 5.0 2.2 0.0 0.0  0.0  75  1.05 0.9  0.53 4 190.0 27.0 4 P 15.0  0.54 0 40.0  1.9  0.1  0.2  0.15 10000 0.25 -0.22 0.45 0.0		2			0  1
;

particle.cfg

; Author: Alexander Roger
; Date:	21/12/2000
;
; Author: Andrzej Madajczyk
; Date: 26/02/2001
;		14/03/2001			- Alpha (opacity) support added;
;		10/05/2001			- Drag/Friction Decceleration changed to constants;
;		28/08/2001			- Initial Color Variation added;
; 
; Note! Last line of the file MUST BE ";the end\n", otherwise you'll get parsing error(s) of the file;
;
;Particle Systems Configuration Data:: Format
;
;
;A:	Particle Type Name (max 20 chars)
;
;B/C/D:	Render Colouring (r,g,b) (0-255)
;
;GONER : CV: Initial Color Variation (for r,g,b only, in %) (0-100);
;	(i.e. Color=(100,100,100) and CV=20, then v=random(-20,20), real_color=(100+v, 100+v, 100+v));
;
;GONER : B2/C2/D2: Fade Destination Color (r,g,b) (0-255)
;
;GONER : FT: Color Fade Time for (B,C,D)->(B2,C2,D2), (0 for none);
;
;E:	Default Initial Radius (float)
;F:	Expansion Rate	(float)
;
; Color "Fade-to-Black" options:
;G:	Initial Intensity (0-255)
;GONER : H:	Fade Time (time between fade steps in frames)
;GONER : I:	Fade Amount (-255 to 255)  can get brighter or dimmer (if -ve, column "G" must be smaller than 255, and if +ve, G must larger than 0)
;
; "Fade Alpha" options:
;GA: Initial Intensity (0-255)
;HA: Fade Time (time between fade steps in frames)
;IA: Fade Amount
;
; "Z Rotation" options:
;GONER : GZA: Initial Angle (0-1023)
;GONER : HZA: Change Time (time between steps in frames)
;GONER : IZA: Angle Change Amount
;
;GONER : GZR: Initial Z Radius
;GONER : HZR: Change Time (time between steps in frames)
;GONER : IZR: Z Radius Change Amount
;
;J:	Animation Speed (0=no animation)(time between steps msec) 
;GONER : K:	Start Animation Frame ( 0 -> )
;L:	Final Animation Frame ( H -> )
;
;GONER : M:	Rotation Speed (0=None,i-deg/frame)
;N:	Gravitational Acceleration (0=none, float)
;O:	Drag/Friction Decceleration (int: 0=none, 50=0.50, 80=0.80, 90=0.90, 95=0.95, 96=0.96, 99=0.99)
;
;P:	Default Life-Span of Particle (msec)
;
;Q:	Position Random Error	[position += (+/-)rand(a)]
;R:	Velocity Random Error	[velocity += (+/-)rand(b)]
;GONER : S:	Expansion Rate Error	[exp_rate += (+)rand(c)]
;GONER : T:	Rotation Rate Error		[rot_speed = (+/-)rand(d)]
;GONER : U:	Life-Span Error Shape	[shape distribution, e=0->all at default, e->Inf then shape->0] (max=255!!)
;V:	Trail Length Multiplier [length *= (float) multiplier] (only used if trail flag active)
;
;WX: Stretch value of texture in X
;WY: Stretch value of texture in Y
;WI: Wind factor for how much influenced by the wind direction
;
;CR:Particle Create Range (in meters: 0=no check); if particles are created enough far away from camera, they are deleted (not added to particle system);
;
;
;Z:	Flags! Guide:		1=ZCHECK_FIRST,	2=ZCHECK_STEP,	4=DRAW_OPAQUE,	8=SCREEN_TRAIL
;						16=SPEED_TRAIL,	32=RAND_VERT_V,	64=CYCLE_ANIM,	128=DRAW_DARK,	256=VERT_TRAIL
;						1024=DRAWTOP2D, 2048=CLIPOUT2D
;						4096=ZCHECK_BUMP,	8192=ZCHECK_BUMP_FIRST
;
;*************** WARNING SCREEN_TRAIL OPTION USES VARs OTHERWISE USED FOR Z-CHECK AND EXPAND RATE ***************************************
;** if using SCREEN_TRAIL, don't use ZCHECK_FIRST, ZCHECK_BUMP, ZCHECK_BUMP_FIRST, and expansion rate (F) and error (S) must = 0 ********
;****************************************************************************************************************************************

world.dat

#
# Load IDEs first, then the models and after that the IPLs
#

# everything is loaded on a per directory basis and in alphabetical order 
# to improve the speed of loading

areabbox.dat

# This file sets out the parameters for the area bounding boxes.
# [Left,Top, Base] [Right, Bottom, Height] reference using Max Script
# Anything zeroed out is not currently in game.

Attitude.dat

# Attitudes of each faction to each other faction, students and the player
#
# Attitudes: Adore, Dig, Dispassionate, Averse, Abhor (c. ScriptEnums.h) 
# Towards: Prefect, Nerd, Jock, Dropout, Greaser, Preppy, Student, Cop, Teacher, Townsperson, ShopKeep, Bully, Player
#

BlipLocs.dat

# This document indicates which exit the blips for each area should be drawn when the player is in the specified area	
# Exit locations are defined in ExitLocs.dat	
# The areas currently follow the VisibleAreaEnum	

carcols.dat

# Generated By MultiEdit V1.3 On 14/09/2002 22:46:02 [http://icey.gouranga.com]
#
# This file contains all the info about the car colours. There are two
# sections, col which contains the colour table and car which contains 
# the possible indices into the colour table for each car.
#
# The end column of the col section is the radio chat version of the car colour.
#
# Press START on controller to reload this file while the game is running.
#

Cloths.dat

# ModelName	ClothingType	Style	Warmth Factor	Flags
#				
#			Warmth Factors:	Flag Types:
#				
#			0 - Bare	NA - None
#			2 - Cold	BAREARM - Bare Arm (All Tattoos are shown)
#			4 - Warm	SHORTSLEEVE - Short Sleeve (Tattoos on Lower Arm and Upper Arm are shown)
#			6 - Hot	LONGSLEEVE - Long Sleeve (No Tattoos will be shown)
#				UNGIVEABLE - Debug Give All Won't Give this Item
#				SPECIALKISS - Special Kiss Flag for Head Items

clthopin.dat

# Clothing Opinions (As used by the clothing manager to determine whether or										
# not a particular PedType likes a particular style of Clothing.										
#										
# Across we have the Clothing Style - ClothingStyleTypeEnum										
# Down we have the Ped Type - PedTypeEnum										
#	

colctbls.dat

# this document sets up the collectibles items
# blank lines and lines that start with # are ignored
# the form is as follows:
# Collectible Type (see CollectibleTypeEnum)
# Name of Collectible (each name gets its own line).  This string must match the Collectible Name given in the IPLs
# end (signifies you are done with this part)

colours.dat

#  Colours for the rings around pickups
#
#	PickupClass, r, g, b, a
#

default.dat

#
# Resident object definitions
#
##IDE Objects\default.ide
#
#enable plant generator
#
#SHRUB_GEN MODELS\SHRUBS\SHRUBINF.DAT

ExitLocs.dat

# This maps the exits from each area
# AreaID, ExitID, x, y, z
# Note, ExitIDs start at 0 for each area, and then for every exit added, increment the exitID by one

mirrors.dat

#																									
#	Here's	the	order	of	entering	data:																			
#																									
#	AreaCode's	are	stored	in	GameEnum.h																				
#	Add	texture	later...																						
#							

object.dat

; Title	:Object.dat																				
; Author	:Richard Jobling																				
; Date	:3/2/2000																				

; NOTE: Make the HitPoints=30000 and it's invulnerable																					
;	Note: DestroyByWeaponOnly meens you need a weapon to destory this object																				
;	acceptable weapons are flaged in the Global_Weapons.act via the CanDestroyObjects bool	

ped.dat

# Pedtype name, walk speed, run speed, fast run speed, flee distance, heading change, min money (cents), max money (cents)
#

PedCover.dat

# NOTE : Saving in XML - Choose 'Yes' to save format and 'No' to save changes					

#	A:	PedCoverName (must be unique)			
#	B:	AttackModePrcntg			
#	C:	EngageDist			
#	D:	BreakCoverDist			
#	E:	MinCoverTime			
#	F:	MaxCoverTime			
#	G:	PreFireDelay			
#	H:	PostFireDelay			
#	I:	MinGunRounds			
#	J:	MaxGunRounds			
#	K:	MinThrownRounds			
#	L:	MaxThrownRounds			
#	M:	NeverLeaveCover		true =1	false = 0


# PedCoverName	AttackModePrcntg	EngageDist	BreakCoverDist	MinCoverTime	MaxCoverTime	PreFireDelay	PostFireDelay	MinGunRounds	MaxGunRounds	MinThrownRounds	MaxThrownRounds	NeverLeaveCover

PedPop.dat

#	CONTROL VARIABLES
#	m_fOnScreenCullRange
#	m_fOnScreenMinRadius
#	m_fOnScreenMaxRadius
#	m_fOffScreenCullRange
#	m_fOffScreenMinRadius
#	m_fOffScreenMaxRadius
#	m_fOffScreenHeightCull
#	m_nChancePerFrame
#	m_nNumAttempts
#
#
# 1		Total population
# 2		Prefects
# 3		Nerds
# 4		Jocks
# 5		Dropouts
# 6		Greasers
# 7		Preppies
# 8		Students
# 9		Cops
# 10	Teachers
# 11	Townpeople
# 12	Shopkeep
# 13	Bully
#
# Refer to ScriptEnums.h for TimePeriodTypes. At the time of writing, these are:
# DAY_OUTOFCLASS, DAY_INCLASS, NIGHT_EVENING, NIGHT_CURFEW
#
#

pedstats.dat

#	A:	PedStat type name (must be unique)
#	B:	Id of pickup def (c. Pickups.dat)
#	C:	Likelihood (n/100) of dropping an item
#	D:	Vision Yaw (in degrees) - note this is total yaw and not angle from facing direction (which is this value / 2)
#	E:	Vision Range (in metres)
#	F:	Max Health (n/100)
#	G:	Health regeneration rate - percentage of maximum rate (n/100)
#	H:	Fear (n/100)
#	I:	Chicken (n/100) (chance of tattling/ yelling for help)
#	J:	Attack Frequency (n/100)
#	K:	Bike Attack Frequency (n/100)
#	L:	Projectile Attack Accuracy (n/100)
#	M:	Projectile Attack Frequency (n/100)
#	N:	Block Frequency (n/100) 
#	O:	Evade Frequency (n/100)
#	P:	"Aggresion (n/100) (how likely are they to initiate a fight, and how likely they are to contnue it)"
#	Q:	Criminality
#	R:	Sprint Meter
#   	S:	Character Class
#	T:	Preferred Combat Zone (0/1/2 = short/medium/long)
#	U:	"Preferred Orientation (Bit field: 0001 front, 0010 side, 0100 back. So front+side = 011 = 3, and 111 = 7)"
#	V:	Animation Speed factor (100 = 100% speed)
#	W:	Zone Promote
#	X:	Special Meter
#	Y:	Special Points
#	Z:	Bike Cruise Speed
#	AA:	Bike Top Speed
#	AB:	Bike Wait Speed
#	AC:	Bike Flee Distance
#	AD:	Bike Catchup Distance
#	AE:	Bike Wait Distance
#	AF:	Bike Projectile Usage (n/100)
#	AG:	Damage_Scale
#	AH:	Dive probability
#	AI:	"Tenacity (n/100), indicates how tough they are to knock down or off a bike"
#	AJ:	Evasion (n/100)
#	AK:	Bike Flee Speed
#	AL:	Bike Follow Speed
#	AM:	Bike Catchup Speed
#	AN:	Grap1Reversal (Strikes)
#	AO:	Grap2Reversal (Grapples)
#	AP:	Night weapon
#	AQ:	"Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
#	AR:	"Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
#	AS:	"Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
#	AT:	Likelihood (n/100) of having a weapon
#	AU:	Weapon slot 1: Type of melee/projectile
#	AV:	Weapon slot 1: Amount of Ammo
#	AW:	Weapon slot 1: Selection weight for melee/projectile weapon - HIGHEST NUMBER WINS
#	AX:	"Weapon slot 1: Available after mission (use ""init"" to signify start of game)"
#	AY:	Weapon slot 2: Type of melee/projectile
#	AZ:	Weapon slot 2: Amount of Ammo
#	BA:	Weapon slot 2: Selection weight for melee/projectile weapon
#	BB:	"Weapon slot 2: Available after mission (use ""init"" to signify start of game)"
#	BC:	Weapon slot 3: Type of melee/projectile
#	BD:	Weapon slot 3: Amount of Ammo
#	BE:	Weapon slot 3: Selection weight for melee/projectile weapon
#	BF:	"Weapon slot 3: Available after mission (use ""init"" to signify start of game)"
#	BG:	Weapon slot 4: Type of melee/projectile
#	BH:	Weapon slot 4: Amount of Ammo
#	BI:	Weapon slot 4: Selection weight for melee/projectile weapon
#	BJ:	"Weapon slot 4: Available after mission (use ""init"" to signify start of game)"
#	BK:	Stun Resistance (n/100) how resistant a ped is to stunning
#	BL:	"Ped can be knocked down (0 = no, 1+ = yes)"
#	BM	Percent health at which the ped can be humiliated in combat																																																														

surface.dat

; Title		:	Surface.dat
; Author	:	Richard Jobling
; Date		:	14/02/00
;
;--** RUBBER **--
;	GLASS
;	GARAGE_DOOR
;	CAR_PANEL
;	THICK_METAL_PLATE
;	SCAFFOLD_POLE
;	LAMP_POST
;	FIRE_HYDRANT
;	METAL_CHAIN_FENCE
;	PLASTIC
;	CONTAINER
;	NEWS_VENDOR
;	CAR
;	GIRDER
;	TRANSPARENT_CLOTH
;	TRANSPARENT_STONE
;	METAL_GATE
;	MUD
;
;--** HARD **--
;	DEFAULT
;	TARMAC
;	PAVEMENT
;	WOOD_CRATES
;	WOOD_BENCH
;	WOOD_SOLID
;	CONCRETE_BEACH
;
;--** ROAD **--
;	GRASS
;	GRAVEL
;	VEGETATION
;	CARDBOARDBOX
;	STEEPHILL
;
;--** LOOSE **--
;	SAND
;	SAND_NOTBEACH
;
;--** SAND **--
;	SHALLOW_WATER
;
;-- ** WET **--
;
;	Currently WheelBase is the surface used for the tyres
;
;               Rubber          Hard           Road             Loose        Sand       Wet
;